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- //---------------------------------------------------------------------------
- #include <vcl.h>
- #pragma hdrstop
- #include "Unit1.h"
- //---------------------------------------------------------------------------
- #pragma package(smart_init)
- #pragma link "GLBaseClasses"
- #pragma link "GLCadencer"
- #pragma link "GLCoordinates"
- #pragma link "GLCrossPlatform"
- #pragma link "GLObjects"
- #pragma link "GLScene"
- #pragma link "GLSimpleNavigation"
- #pragma link "GLWin32Viewer"
- #pragma resource "*.dfm"
- TForm1 *Form1;
- //---------------------------------------------------------------------------
- __fastcall TForm1::TForm1(TComponent* Owner)
- : TForm(Owner)
- {
- }
- const int
- cSize = 5;
- //---------------------------------------------------------------------------
- void __fastcall TForm1::FormCreate(TObject *Sender)
- {
- int x, y, z;
- TGLCube *cube;
- float factor, cubeSize;
- // bench only creation and 1st render (with lists builds, etc...)
- factor = 70 / (cSize * 2 + 1);
- cubeSize = 0.4 * factor;
- for (x = -cSize; x< cSize; x++)
- for (y = -cSize; y< cSize; y++)
- for (z = -cSize; z< cSize; z++)
- {
- cube = (TGLCube *) (DummyCube1->AddNewChild(__classid(TGLCube)));
- cube->Position->AsVector = PointMake(factor * x, factor * y, factor * z);
- cube->CubeWidth = cubeSize;
- cube->CubeHeight = cubeSize;
- cube->CubeDepth = cubeSize;
- cube->Material->FrontProperties->Diffuse->Color =
- VectorLerp(clrYellow, clrRed, (float)(x * x + y * y + z * z)/(cSize * cSize * 3));
- // uncomment following lines to stress OpenGL with more color changes calls
- //cube->Material->FrontProperties->Ambient->Color=VectorLerp(clrYellow, clrRed, (x*x+y*y+z*z)/(cSize*cSize*3));
- //cube->Material->FrontProperties->Emission->Color=VectorLerp(clrYellow, clrRed, (x*x+y*y+z*z)/(cSize*cSize*3));
- //cube->Material->FrontProperties->Specular->Color=VectorLerp(clrYellow, clrRed, (x*x+y*y+z*z)/(cSize*cSize*3));
- }
- }
- //---------------------------------------------------------------------------
- void __fastcall TForm1::GLCadencer1Progress(TObject *Sender, const double deltaTime,
- const double newTime)
- {
- DummyCube1->TurnAngle = 90 * newTime; // 90° per second
- }
- //---------------------------------------------------------------------------
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